Description
Union Squad Firearms:
APR-50 Plasma Autorifle:
The Auto Plasma Rifle -50 is the Unions principle rifle firearm. Found from the PDF forces to the marine core the APR is a well renowned weapon that has its routes during the Draken war, replacing the old SPG-95 solid projectile rifle. Rather than using solid projectiles as its name implies the APR uses plasma as its main projectile. Designed for stopping power and high amount of shots rather than particularly long distances the weapon was created for the express purpose of firing large amounts of rounds being able to drop Draken warriors and other constructs, as well as being able to blast through infantry armour. While running on capacitor charges the APR-50 can have a max shot load of 8000 rounds before the capacitor needs recharging, troopers usually carry around 6 or more spare ‘Caps’ for plenty of rounds, alternatively the gun can be linked directly via power feeds to the Troopers own suit fusion reactor for essentially unlimited ammo until the suit runs dry. The APR-50 can fire on single round, semi auto up to bursts of 5 rounds or full auto capable of 950 rpm on full auto however firing in this mode will quickly overheat the barrel even with the Void cooling installed and cause it to have to be swapped out.
MAAT Rifle-65 Magnetically Accelerated Anti-Tank Rifle:
The Principle LAW of the Union of Worlds most squads carry at least one of these into combat however smaller fire support teams may carry more if needed. The MAAT rifle was designed as a light anti tank weapon capable of destroying up to medium armoured vehicles and also destroying heavy armour when flanked. However the weapon also is able to switch to a more anti infantry or heavy anti infantry role when fired in a separate mode, giving the squad a suppressive heavy AOE weapon system. When fired in anti-tank mode the MAAT rifle accelerates a continuous stream of plasma at the target through a magnetic tunnel, heating the hull to melting point and punching through also making it an effective bulkhead cutter with the marines. Continuous fire with this for 4 seconds is enough to melt medium armoured targets with anything more damaging the barrel. However in its AOE mode the rifle can fire 4 quick beams which due to lack of magnetic containment in this mode explodes on contact vaporizing enemy infantry in the blast zone. With around 15 seconds of beam time per capacitor charge and 18 quick beams a soldier carries up to 8 of these larger capacitors to engage with and again can link the weapon up to his own suits reactor.
APR-45 Plasma SMG:
Smaller and much more compact than the APR-50 the APR-45 is a favourite with the marine core. As a submachine gun the APR-45 was designed for close quarter warfare, to be able to be effectively aimed and used either in the confines of a starship or the streets of a city. With a greater Rof of up to 1200 rpm on full auto the APR-45 has a capacitor size of 1200 shots and can also be linked up to the soldiers suit, while it does come with a semi auto burst fire mode the APR-45 doesn’t come with single shot, not that the Union Marine Core complain about this problem.
APR-55 Plasma Light Machine Gun:
The principle LMG and squad support suppression weapon of the Union of Worlds the APR-55 LMG can be been in the majority of Union squads, with Fire support teams often carrying more when necessary. With a ROF of 1800 rpm and a larger capacitor for a capacity of 10,000 rounds and the capability of linking with the users suit the APR-55 is capable of suppressing the enemy with a high rof and having the stopping power to even put down other heavy infantry, sometimes operated by two soldiers, one gunner the other acting as a power pack with link to his suit the APR-55 saw great fame during the Draken wars and after a wealth of modifications is still in use today, the APR-55 LMG also has the capacity to do burst fire, which can be inputted the exact amount of shots the gunner wants via the suits connection to the gun like all Union weapons. Despite its size and capacitor size the APR-55 is actually very light allowing it to even be hip fired on the move if necessary.
APR-35 Plasma Shotgun:
A favourite of both the Marines and the Engineers the APR-35 is the Unions main shotgun and close quarter engagement weapon along with the APR-45. The APR-35 unlike other nation’s shotguns which use scatter shot techniques uses a straight up blast method. Forced into the firing chamber the plasma is exposed to the air just a fraction of a second before its mag accelerated out of the barrel in an expanding sheet wave. Anything caught in the wave is flash fried or horrifically burned, and while the AOE expanse can be tuned anywhere from room clearance to very precise shots the APE-35 is used when mainly prisoners are not to be taken or there are not friendlies. The shotgun has a total of 25 rounds before capacitor change with the option of linking to suit.
APR-30 Plasma Assault Rifle:
The APR-30 Plasma Assault Rifle is the second most common weapon to see among Union squads, using the same clips as the APR-50 the Assault rifle is used in more of an offensive role. While the APR-50 is used in all round situations the APR-30 is designed to give excellent capability just like the APR-50 but for storming enemy positions, the shorter nature of the weapon allowing easier moving of the firearm and assisting the user in not taking up too much space, the APR-30 while having slightly more Rof is designed to have less recoil too and is shorter ranged than the APR-50 and has a more chunky stock to improve shouldering. With a total of 8000 shots before recharging the APR-30 can also link to a suit in order to keep up sustained attack.
APR-30A Plasma Carbine:
The APR-30A is a more cut down version of the APR-30 assault rifle. The carbine version was developed for the Marine core who frequently engage in very close up and cramped environments. Designed to be just as powerful for a smaller size the APR-30A does however trade some of its ROF but is far more accurate than the APR-45 SMG allowing for it to be an excellent weapon of choice for situations which require precise firepower at close ranges.
Dragonfire ATGM:
The Dragonfire is the Union of Worlds infantry portable anti-tank guided missile launcher. Designed to fire a variety of missile warheads the Dragonfire platform is a quick and simple set up launcher which can come without a placement stand and be shoulder mounted (however larger set up versions are available) The launcher itself contains the necessary targeting computers linked to the users HUD and an on board Nano assembler unit. Most ATGM teams carry 6 missiles while dedicated launcher groups carry more. Each missile comes with its fuel and guidance however the warhead section is a set lump of inert material. When put into the launcher the operator chooses the warhead type and the nanites construct the warhead, this can be done during or before combat. Giving the ATGM excellent versatility.
Dragonfire Warhead: Standard warhead, two stage explosive device for punching through enemy tank armour and detonating inside, also programmable for any angle of attack.
Talon Warhead: Replaces the two stage warhead with a single warhead compacted with ball bearings and other shrapnel charges, when exploding the warhead scythes down infantry and other light targets around the area, most often airburst to ignore cover.
Shrike Warhead: Replaces the material with a heavy kinetic penetrator warhead, this missile typically top down attacks and then explodes to punch through either heavy armour or reinforced positions, exploding within to destroy the insides.
Phase Warhead: Replaces the material with a one stage detonator and phase engine, capable of phasing through the enemy armour and straight into the enemy to explode, however with such a small generator the further the missile is fired away the less fuel it has to convert to phase time meaning the less chance it has to get inside the target, best at closer ranges.
Carry warhead: Build to carry either viral or biological weapons or even a drone UAV, can be used for a variety of reasons.
Nuclear warhead: not produced but instead issued before combat these missiles carry a small 3 kiloton nuclear munition capable of flattening enemy companies or large columns.
Guardian MANPAD:
The Guardian MANPAD is the last piece in the jigsaw of the Unions massive emphasis on Air defense and superiority. Designed to be used and carried into combat by a single soldier the Guardian can be deployed by squads to destroy low flying CAS aircraft or gunships, with the missile only having semi limited use against high flying fighters. Equipped with 6 missiles just like the Dragonfire the Guardian also works on the inert missile and programmable warhead principle giving the Guardian other functions besides just man portable air defence for the squad.
Guardian Warhead: The standard warhead for the MANPAD, equipped with a proximity detonator and guidance systems linked directly to the weapon itself either guided by the firer using their HUD or by another soldier who can link in to the weapon and use his HUD to guide. This warhead is good against CAS aircraft and even armoured gunships. Its missile height somewhat limits its ability vs enemy fighters.
Eagle Warhead: Equipped instead without a warhead this version carries a drone controlled UAV which is then controlled by the firer to get a bearing on a bird’s eye view of the battle, scanning the area and reporting back to the squad or high command on updates and locations for enemies, helping call in precision airstrikes or artillery.
Guardian Striker Warhead: This variant replaces the standard warhead with a multiple kinetic penetrator warhead designed to top down attack on medium armour or engage weak points on tanks, the missile breaking up overhead into multiple targetable kill vehicles all designed to use brute force to either destroy or damage the target. These are also used against air targets as well.
Takeema standard Grenades:
Each trooper carries around 6-8 grenades on him in any combination he wishes so long as he at least has one of each of the critical ones. These grenades have been the standard for years and have been used in all the Unions major conflicts providing the infantry with versatile explosive devices and aid where needed.
Frag: Typical explosive device to scythe the area with shrapnel and pellets at high speeds. Considered one of the critical ones.
Anti Tank: When detonated this grenade fires 4 shaped charges in multiple directions to destroy armour, while not effective vs MBTs it is effective against lighter vehicles, dedicated larger Anti heavy vehicle grenades are available. AT grenades are also critical kit to carry.
HE: High explosive, typically either chemical or sometimes even plasma catalyst to destroy large areas with explosives, either buildings or infantry. One of the optional ones.
AA: Equipped with a gravitic engine enough to propel it into the sky and towards a target this grenade explodes with linear sheet force to engage low flying craft or hovering gunships either damaging them or forcing them to withdraw from the battle. Targeted via the troopers HUD this is a critical kit piece.
Phase: Equipped with a miniature phase engine these grenades when activated will phase for a few seconds then exit and explode, used for cracking either heavy armour targets or fortifications where they can phase through barriers such as armour and walls.
Stun: Stun grenades are a mixture of flash bang, gas and smoke grenades. They can be set for room clearance in which it will explode with a deafening bang and flash of light often with rubber pellets too to stun all occupiers or it can be set to emit a cloud of smoke to cover troops.
Weapons designed by
Union of Worlds and weapons made by
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